RimWorld

RimWorld

Rimsential - Homebound
227 Comments
Taggerung  [author] 14 Nov, 2024 @ 1:25pm 
It depends. It simulates aging when they’re removed and farms age so that chicks can age up but anything where you’d expect them to be “in stasis” like statues, no
Jet 14 Nov, 2024 @ 2:15am 
do they age
someonesneaky 9 Aug, 2024 @ 4:40am 
Would it be possible to please get an alert / warning on the right side when the farms are running low on nutrition, please? I didn't realize I'd set up my hoppers wrong until all my boomalopes got spat out because they were starving
Jet 25 May, 2024 @ 1:06pm 
howdy
Taggerung  [author] 17 Dec, 2023 @ 6:48pm 
There's also a pre-release version which should allow buying pawns in storage crystals/disks/statues if anyone's feeling brave
Taggerung  [author] 17 Dec, 2023 @ 11:57am 
Dom 16 Dec, 2023 @ 7:50am 
@Taggerung, thanks for the reply! And thank you for keeping the mod going!
Taggerung  [author] 16 Dec, 2023 @ 7:13am 
@Dom I have replicated that issue, I'll see if I can get that fixed, I won't have time this weekend but I'll try to fix it next week.
Dom 15 Dec, 2023 @ 9:24am 
I also have the problem with the pawns coming in and out constantly, and I don't have them assigned beds.

I have another issue too, when a pawn needs rescuing and is moved to a medical bed, they will then be "drop" out the bed when they are scheduled to be home. This creates a loop where they are constantly getting downed, brough to a bed, and then getting downed instantly after being put in the bed. The only way around this was to turn off scheduling.

Is there a way to let pawns freely go home when they need to sleep without needing to force the scheduling. Correct me if I am wrong but they will not go home unless forced or if scheduling is enabled.
Mr.Rudi 27 Nov, 2023 @ 7:45am 
@taggerung so basicaly i build a pawn hatch indoors, asing it to a pawn and also set the schedule so instead of going to sleep they go into their "house" and so the pawn goes in and instantly goes out, takes two steps, and goes back in. Perhaps is because i also have asigned him a bed?
Taggerung  [author] 23 Nov, 2023 @ 11:10am 
I can't seem to replicate the issue, I'll need more detail to fix it, if you can give some context about when it happens or something I'll look again
Taggerung  [author] 22 Nov, 2023 @ 7:32pm 
I'll take a look at that when I get a sec
EthanTBNR 22 Nov, 2023 @ 5:51pm 
mine too
Mr.Rudi 19 Nov, 2023 @ 5:35am 
My pawn keeps going in and out when i schedule it, they wont stay in resting
Slyuxx 27 Oct, 2023 @ 7:21am 
@Taggerrung
I've done some tests. I made sure to comment out my override prior to testing. Empty crystals and discs stack, and filled do not stack. No changes found on statue bases (expected). I'm not sure if pawns could ever spawn with pawn storage items but I can place empties storage into pawn inventory but not filled.

Would be cool if Slavers might sell slaves as discs or crystals or statues. Just a thought I had while testing.
Slyuxx 13 Oct, 2023 @ 6:45pm 
@Taggerung
I'll take a look a little later.
Taggerung  [author] 13 Oct, 2023 @ 3:35am 
@Slyuxx, there's a new test version on Github which I believe resolves the stacking issue if you'd like to try it out and lmk that'd be great: https://github.com/feldoh/PawnStorages/releases/tag/1.0.2
Slyuxx 2 Oct, 2023 @ 6:27pm 
@Paolini
A bit of a while back I commented a fix to prevent that. I'll parse it out again for you here.

...

To avoid this in the future use Ogre Stack's overrides.xml and add these two lines to the xml:
<item defName="PS_PawnDisc" stackLimit="1" />
<item defName="PS_PawnCrystal" stackLimit="1" />
You can set Ogre stacks other setting to be vanilla if you prefer no increase or decrease in stack sizes from the mod.

@Orpheusly
Could we get this patched into the mod proper at some point soon perhaps?
Alex 2 Oct, 2023 @ 2:00pm 
Thanks!
Orpheusly  [author] 2 Oct, 2023 @ 12:39pm 
Another pawn has to do it
Orpheusly  [author] 2 Oct, 2023 @ 12:39pm 
Right click the statue with a pawn selected and release
Alex 1 Oct, 2023 @ 5:06pm 
I found a statue base early in my colony and assigned a pawn to it (a captured nephalim) to make a cool statue... now it is later in my run and I want to remove him to get his genes. How do I get him off the plinth? I assume you are supposed to enable scheduling and then tell him no home time? When I enable scheduling he doesn't show up on the schedule. Is there a different schedule? Is there a different way to remove him?
Jabba 1 Oct, 2023 @ 11:48am 
@Paolini see if you can use dev mode to spawn the pawn from world pawns
Paolini 30 Sep, 2023 @ 3:03pm 
Uhg my filled disc got merged with a empty one and the pawn dissapeared.
Both discs are empty now
Jabba 30 Sep, 2023 @ 4:24am 
Have you activated schedualing in the pawn door?
Slyuxx 29 Sep, 2023 @ 2:19pm 
@Jabba Lucky you, at least you have schedule that attempts to work. I've never been able to get pawns to even acknowledge the schedule. They never go in, never come out if forced in, and pretty much flat out ignore it for work or rec, as if they were set to Anything.
Jabba 29 Sep, 2023 @ 1:35pm 
I seem to be having a minor issue where pawns assigned to a hatch with a schedule end up entering the hatch on their 'home time', leaving immidiately to haul something, and then re-entering. They leave and re-enter like 4-5 times, and then finally stay inside.

I have disabled all their work jobs (they're recruits for my army, they sleep, get out to practice shooting and then get back in), hauling included, so I suspect this has something to do with either;

Pick Up And Haul

Simple Sidearms (since they have an inventory management system)

Combat Extended (again, they manage stuff in their inventories)


Is it normal for pawns to be allowed to leave their homes on their own accord, against their scheduale?


Logs: https://gist.github.com/HugsLibRecordKeeper/08faec04333d938e8251afc8217d7929

I have 275 mods so I do not expect you to actually try and work out this issue, but I thought I might as well report it incase anyone else is facing this issue.
Orpheusly  [author] 25 Sep, 2023 @ 6:17pm 
It does, by removing them from the "flow" unless necessary.
jinn in outer space 10 Aug, 2023 @ 7:45pm 
does this improve pawn related performance issues
Halboffen 5 Aug, 2023 @ 5:25am 
Is it somehow possible to use this on prisoners?
Orpheusly  [author] 29 Jul, 2023 @ 10:19pm 
@Taggerung

Hey man, sorry for the late reply! I added you to discuss further. Been a crazy few weeks and hadn’t popped my head in.
Taggerung  [author] 22 Jul, 2023 @ 4:04pm 
@Orpheusly hey, I have a fix for an issue we found with the pawn statues on the peculiar stands and are able to reliably reproduce where, because of the flip fix, a lot of other graphics seem to get stuck flipped the wrong way e.g. with left facing statues demon wings always show on the west instead of rotating with the pawn.

I couldn't find a Github or anything to contribute it so I'm just putting it here. It looks like the issue is the mesh where you set UVs to false is actually a shared mesh so it messes with other spites. So the solution is to take a copy rather than messing with the base mesh. So simply swapping out

Mesh mesh = Graphic.MeshAt(rot);

for

Mesh mesh = Mesh.Instantiate(Graphic.MeshAt(rot));

In my testing that seems to fix the issue with the other graphics and for some reason it also seems to improve performance though given I didn't add any caching there I'm not sure why XD.

Hope this helps.
Slyuxx 28 Jun, 2023 @ 6:02pm 
Homebound, or when a pawn is in any sort of storage, is like cryptosleep ++. In cryptosleep various stats and variables are still tracked as if the pawn was just asleep. This mod adds a set further that keeps a pawn stowed without any of this overhead.
andrius319 28 Jun, 2023 @ 1:41pm 
I assume that bound thingy works a lot like cryptosleep casket, and not like shapeshifting?
Ogamaga 20 Jun, 2023 @ 1:01am 
Any chance I could get a copy of the 1.3 version? I'd like to continue some old saves of mine with SOS2/Empire.
still chill 1 Jun, 2023 @ 10:22am 
o
Orpheusly  [author] 30 May, 2023 @ 5:50pm 
:P
Akrotluv 29 May, 2023 @ 1:19am 
Fair =P
Orpheusly  [author] 28 May, 2023 @ 11:50pm 
Mm. Because I haven’t had time, you wet shoe.
Akrotluv 27 May, 2023 @ 2:45am 
If the Rimsential mods are "as open source as can be", then how about just adding the links to the source code like most other opensource modders do?
Slyuxx 3 May, 2023 @ 5:40pm 
@dansaske As far as I have noticed storage works like dumb-time-travel, pawns go in and come out in the same state but in a different time. So a pawn with 50% alcohol addiction goes in and comes out again at 50% at some future time.
dansaske 3 May, 2023 @ 9:28am 
It would be great if we could store mechs and animals as well, especially for combat/caravan-focused ones, into a barracks. I have not noticed, but do the needs go down while the pawns are stored?
Orpheusly  [author] 27 Mar, 2023 @ 2:35pm 
Also, FYI, these mods are as open source as can be so if anyone wants to make adding or integrations? Go for it. Only produced these because I love storytelling and hate performance issues/tedium.
Orpheusly  [author] 27 Mar, 2023 @ 2:33pm 
Making notes for myself for later.
Orpheusly  [author] 27 Mar, 2023 @ 2:33pm 
- scheduling pawns for statues
- statue button for easy release (I’m not integrating with spells or something though. Use your head canon!)
- consider production (might be tricky, but we’ll explore the idea)
- yes, scheduling bug is back. Still inconsistent too. We’ll try to squash that one in a future release.
nothing to see here 27 Mar, 2023 @ 12:04pm 
Thoughts on adding a gizmo button to Statues to wake them up? I'm doing a game of non-violent tribals using clay soldiers to fight for them and having to drag a pawn over to manually interact with each one is a bit tedious.
Slyuxx 25 Mar, 2023 @ 11:02am 
Small question, home causes pawns to enter doors but what schedules cause them to leave?
I think I only ever tested Work back in 1.3; like does Anything schedules cause pawns to leave doors too?

Oh and it would be cool if you could bill up a specific pawn for each storage. I love the idea of a statue base 'calling' that pawn over to it eventually or administering a crystal seed to a pawn only to see the them crystallize over night ...just ideas for thematic bills.
aceofplagues 23 Mar, 2023 @ 11:01am 
Also I would really love working scheduling with the statues when you have the time. Thank you so much tho I'm still enjoying decorating my giant evil technofortress with many statues.
aceofplagues 20 Mar, 2023 @ 11:45pm 
Thank you Orpheus darling for updating this great mod. Really does change the way I'm able to play. No big issues but a request -

pawns that are larger than ussual (for example with a gene) clip off the statue. I want statues of my ogre guard in my throne room but they are strange squares. Would it be possible to add a larger version of the statue or fix this in another way?
Orpheusly  [author] 20 Mar, 2023 @ 6:55pm 
Suggest away, can’t promise anything, but I’ll ponder for sure. Also, keep posting bugs you find please. Gonna plan for a fix update in the near future.